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Two-State Floor Barricades

Introduction:
I have admired the level design from the Legend of Zelda series for a very long time. One aspect that I thought would be fun to include into D&D was the lever and switch functions that link would have to step on or hit with his sword to toggle.

After making a macro in Maptools that had the toggle-switch effect, and that was player-accessible too so the players can be better immersed, I remembered this little aspect of Zelda dungeon design:

Remember those two-state floor barricades that would limit your access to some places while granting passage to others when you hit those weird crystals? I do, and I think it'd be a great aspect to add to D&D. After all, I've gotten so sick of the party bypassing locked or stuck doors and having virtually every obstacle type memorized that I figured this might throw them for a loop.

So, I made some of my own two-state floor barricades to use with my lever macro. I also figured that maybe some other people might like to incorporate them too, so I'm posting them here. I hope you guys like them! I made sure to make them in different colors since not every dungeon looks the same and I made sure to make them very large so that they could be re-sized a lot.

Previews:Please note that to make these smaller and easier to see, I had to scale them down on IMGUR and thus have them converted into JPEGs. Rest assured that the file contains the same images (but about 4" x4" at 300 px/inch^2) with transparent edges as PNGs, meaning the white in these pictures won't be on the actual images.

If you want to use Zelda blocks as additional barriers to locked doors, then I guess these blocks of yours work. Like Falconius, I don't really know what kind of feedback your looking for. I don't need additional Zelda barriers in my tabletop game, and if I did, creating detailed squares are hardly a difficult thing to do. So I, myself, wouldn't use these. I don't see the attraction, nor need for feedback...?